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* Tough Beetles: They are somewhat beetle-like in appearance and they fiercely guard the City of Tears. Special mention goes to the Great Husk Sentry, the largest and toughest of the sentries, capable of doing two masks of damage per hit.
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* CityGuards: Even after being taken over by the infection, they still retain their duty to patrol the City of Tears and combat any threats.
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[[quoteright:500:https://static.tvtropes.org/pmwiki/pub/images/snail_shamans.png]]

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* NonIndicativeName: No Little Weavers can be found inside the Weaver's Den, despite having "Weaver" in their name. They are found in the general areas of the Deepnest instead. The reason is because the Weaver's Den was originally home to the True Weavers, but was left abandoned when they fled the Infection -- a single individual is met when the Knight first enters, but flees immediately and is never seen again.

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* NonIndicativeName: No Little Weavers can be found inside the Weaver's Den, despite having "Weaver" in their name. They are found in the general areas of the Deepnest instead. The reason is because the Weaver's Den was originally home to the True true Weavers, but was left abandoned when they fled the Infection -- a single individual is met when the Knight first enters, but flees immediately and is never seen again.
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"Weavers" refers specifically to the kind with red robes and round white heads. The other creatures, such as the Devouts, Midwife, or Herrah, are members of the Spider tribe but aren't Weavers.


* MobWar: There is a hostility between the Weavers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.

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* MobWar: There is a hostility between the Weavers creatures of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.Deepnest.



* MobWar: There is a hostility between the Weavers of the Deepnest and both the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars, however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe, on the other hand, refuse to make any truce with the Weavers.

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* MobWar: There is a hostility between the Weavers of the Deepnest and both the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars, however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe, on the other hand, refuse to make any truce with the Weavers.Deepnest.



[[folder:The Weavers]]

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[[folder:The Weavers]][[folder:Spider Tribe]]



At the borders of Hallownest lives a tribe of spider-like bugs, hidden away in the Deepnest. The Weavers don't follow any of the laws of Hallownest and would happily catch, kill and eat any bug that dare stray into the darkness they inhabit.

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At the borders of Hallownest lives a tribe of spider-like bugs, hidden away in the Deepnest. The Weavers They don't follow any of the laws of Hallownest and would happily catch, kill and eat any bug that dare stray into the darkness they inhabit.inhabit. The tribe consists of a loose association of different creatures, such as the huge Stalking Devouts, the Weavers that had come to Deepnest from a distant land, and seemingly unique beings such as Midwife, united by their worship of Herrah the Beast. The Infection hit them hard, reducing almost all of their number to mindless agression. The only exception were the Weavers, who fled the Infection and returned to their own land.



* CallARabbitASmeerp: Zig-zagged with spiders, who are actually called "spiders" a couple of times, but most dialogues refer to them as dwellers of the Deepnest (note how their chief, Herrah, is only ever called "The Beast") or collectively known as "The Weavers".
* {{Cult}}: The Weavers have Acolytes and seem fanatically dedicated to their leader, Herrah. It isn't clear what kind of cult it is however - most likely either a CultOfPersonality around Herrah (as her mask is seen as an icon everywhere), or a BreedingCult that seeks to breed more Weavers, or some sort of a "hunting cult" that takes great pride in killing and eating anything they get their claws on.

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* CallARabbitASmeerp: Zig-zagged with spiders, who are actually called "spiders" a couple of times, but most dialogues refer to them as dwellers of the Deepnest (note how their chief, Herrah, is only ever called "The "the Beast") or collectively known individually by more specific names such as "The Weavers".
Stalking Devouts or Weavers.
* {{Cult}}: The Weavers spiders have Acolytes and seem fanatically dedicated to their leader, Herrah. It isn't clear what kind of cult it is however - -- most likely either a CultOfPersonality around Herrah (as her mask is seen as an icon everywhere), or a BreedingCult that seeks to breed more Weavers, spiders, or some sort of a "hunting cult" that takes great pride in killing and eating anything they get their claws on.



* DramaticHighPerching: Almost all Weavers will attack the Knight from walls, ceilings or from the air, walking on invisible strands of silk.

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* DramaticHighPerching: Almost all The Little Weavers will attack the Knight from walls, ceilings or from the air, walking on invisible strands of silk.



* HeWasRightThereAllAlong: Weavers can suddenly pop out of nowhere from the background, implying that they are hiding while stalking the Knight.
* HiddenDepths: Surprisingly, the Weavers had several talents that contributed to the growth of their tribe.

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* HeWasRightThereAllAlong: Little Weavers can suddenly pop out of nowhere from the background, implying that they are hiding while stalking the Knight.
* HiddenDepths: Surprisingly, the The Weavers had several talents that contributed to the growth of their tribe.



* MobWar: There is a hostility between the Weavers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.
* MundaneMadeAwesome: You may encounter some Weavers ''walking in the air'' to ambush the Knight, but they are actually spiders walking on their invisible threads.
* NonIndicativeName: No Little Weavers can be found inside the Weaver's Den, despite having "Weaver" in their name. They are found in the general areas of the Deepnest instead.
* ShieldBearingMook: Unless they are attacking, Stalking Devouts are invincible to attacks from the front.
* SoleSurvivor: The Weavers ended up leaving Hallownest back to where they originally came from when the Infection hit, so all that remains of them in Deepnest are husks and corpses... with the exception of one uninfected Weaver that stands near the entrance of their den once you pick up the Weaversong charm. However, she can't be interacted with, as she immediately scurries away once she sees the Knight.

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* MobWar: There is a hostility between the Weavers dwellers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.
Deepnest.
* MundaneMadeAwesome: You may encounter some The Little Weavers can be found ''walking in the air'' to ambush the Knight, but they are actually spiders walking on their invisible threads.
* NonIndicativeName: No Little Weavers can be found inside the Weaver's Den, despite having "Weaver" in their name. They are found in the general areas of the Deepnest instead.
instead. The reason is because the Weaver's Den was originally home to the True Weavers, but was left abandoned when they fled the Infection -- a single individual is met when the Knight first enters, but flees immediately and is never seen again.
* ShieldBearingMook: Unless they are attacking, Stalking Devouts are invincible to melee attacks from the front.
front. The Knight needs to either goad them into revealing their faces or rely on ranged attacks.
* SoleSurvivor: The Weavers ended up leaving Hallownest to head back to where they originally came from when the Infection hit, so all that remains of them leavint their original den in Deepnest are husks and a ruin littered with corpses... with the exception of one uninfected Weaver that stands near the entrance of their den once you pick up the Weaversong charm. However, she can't be interacted with, as she immediately scurries away once she sees the Knight.



* UndyingLoyalty: The Weavers, Stalking Devouts are loyal to the queen of the Nest, Herrah the Beast.

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* UndyingLoyalty: The Weavers, Stalking Devouts They are loyal to the queen of the Nest, Herrah the Beast.

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* ArcWords: "Dreams" and "Light" - Two concepts that are heavily associated with them for being created by [[spoiler:The Radiance herself]], and for being able to enter the dream world. The remaining objects that were left from their kin are also named the Dream Nail, Dream Wielder and the Dreamshield.

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* ArcWords: "Dreams" and "Light" - Two "Light", two concepts that are heavily associated with them for being created by [[spoiler:The [[spoiler:the Radiance herself]], and for being able to enter the dream world. The remaining objects that were left from their kin are also named the Dream Nail, Dream Wielder and the Dreamshield.



* {{Cult}}: The Radiance is worshipped by the moth tribe.

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* {{Cult}}: The Radiance is worshipped by CapeWings: All three members of the moth tribe.Moth tribe that the player encounters -- the Seer, plus Thistlewind's and Markoth's ghosts -- keep their wings gathered around their bodies like cloaks, covering themselves from neck to feet.



* {{Foil}}: The snails are centered around the void/black magic focused on damaging foes and affecting things in the waking world; the moths are worshippers of the light whos powers are typically uncombative and affect dreams.
* HeelRaceTurn: A race created by the Radiance, but the moths turned themselves to serve the Pale King after his arrival in Hallownest and soon after, they eventually forgot the Radiance.

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* EthnicGod: Before they turned to the Pale King, the moths worshipped the Radiance as their patron and creator.
* {{Foil}}: The snails are centered around the void/black magic focused on damaging foes and affecting things in the waking world; the moths are worshippers of the light whos whose powers are typically uncombative and affect dreams.
* HeelRaceTurn: A race created by the Radiance, but the moths turned themselves to serve the Pale King after his arrival in Hallownest Hallownest, and soon after, they eventually forgot the Radiance.
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* HaveYouSeenMyGod: The tribe became infected when Unn hid herself away, with a lore tablet in Fungal Wastes hinting at this trope as the cause:

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* HaveYouSeenMyGod: The tribe became infected when Unn hid herself away, with a lore tablet in Fungal Wastes Greenpath hinting at this trope as the cause:
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* RazorWind: Mantis Petras attack by creating "wind-scythes", blades of compressed air, by slashing with their claws, which spin towards the Knight before retrating back towards their sender.

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* FragileFlyer: The Mantis Nymphs have less health than the ground-based Warriors, and usually take one or two fewer hits to go down. In exchange, they rely on dodging strike-and-retreat tactics, diving low to attack and then quickly flying back out of range. In-universe, this is due to mantises only being flighted when they're in their nymph stage, as the larger and stronger adults become too heavy too fly.



* AchillesHeel: Because the Traitors and Traitor Lord dash for a lot of their attacks using the Shade Cloak[[note]]And by proxy the Sharp Shadow charm to deal damage with the dash[[/note]] to avoid into their attacks makes killing them much easier. You even need the Shade Cloak to enter the area where you fight the Traitor Lord to begin with.

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* AchillesHeel: Because the Traitors and Traitor Lord dash for a lot of their attacks attacks, using the Shade Cloak[[note]]And by proxy the Sharp Shadow charm to deal damage with the dash[[/note]] to avoid into their attacks makes killing them much easier. You even need the Shade Cloak to enter the area where you fight the Traitor Lord to begin with.


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* FragileFlyer: The flying Mantis Petras have less health than the flightless warriors, and usually take one or two fewer hits to go down. In battle, they use ranged attacks while trying to avoid the Knight. In-universe, this is due to mantises only being flighted when they're in their nymph stage, as the larger and stronger adults become too heavy too fly.

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* BattleTrophy: Within the vicinities of the Mantis Village are countless masks and shells of other bugs skewered on weapons and used as decorations.

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* BattleTrophy: Within In the vicinities vicinity of the Mantis Village are countless masks and shells of other bugs bugs, many of them resembling the beasts of Deepnest, skewered on weapons and used as decorations.



* RiteOfPassage: According to the Hunter’s journal, a mantis youth's passage into adulthood is often celebrated, though this also marks the loss of their ability to fly.

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* RiteOfPassage: According to the Hunter’s journal, a mantis youth's passage into adulthood is often celebrated, though although this also marks the loss of their ability to fly.



* ColorCodedSuperiority: The sentries are mostly blue, but the large and powerful great husk sentries are colored red instead.


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* LawOfChromaticSuperiority: The sentries are mostly blue, but the large and powerful great husk sentries are colored red instead.

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* AirborneMook: The winged sentries and lance sentries are able to use their wings and attack the Knight from above, the Lance sentry able to throw their lances and divebomb you.
* EliteMooks: Much faster and stronger than the husks found in places like Forgotten Crossroads, they have weapons and armor and still remember their training in combat. Among the sentries, the Great Husk Sentry is the biggest and toughest of them all.

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* AirborneMook: The winged sentries and lance sentries are able winged, allowing them to use their wings patrol the City's airspace and attack the Knight from above, the Lance sentry sentries also being able to throw their lances and divebomb you.
you. As a result, most are located in the outdoor areas of the City of Tears, where they can take advantage of the open space to manouver and stay out of the Knight's melee range between attacks.
* ColorCodedSuperiority: The sentries are mostly blue, but the large and powerful great husk sentries are colored red instead.
* DashAttack: One of the heavy sentries' attacks has them lower their nail and charge headlong towards and past the Knight. Winged lance sentries have a similar attack where they dive down to the Knight's level and quickly fly towards them with their lance aimed forward.
* EliteMooks: Much faster and stronger than the husks found in places like Forgotten Crossroads, they have weapons and armor and still remember their training in combat. Among the sentries, the Great Husk Sentry is the biggest and toughest of them all.all, with attacks that take off two masks at once and a shield to block the Knight's own nail. The Hunter sarcastically notes that the latter kind are the only Hallownest bugs he knows of that pose an actual threat.
* FragileFlyer: The winged sentries have the lowest overall health of the sentry types -- common sentries have the same as they do to start with, but gain a little extra when the player gets the first nail upgrade that the flying types don't benefit from. As a result, they take the fewest hits to defeat, but are harder to bring to battle thanks to staying up in the air most of the time.
* GiantMook: Heavy sentries are basically supersized versions of the common sentry, with more force to put behind attacks.
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* BeePeople: Bee people indeed, as they live in a beehive and attack any intruders who dare set foot inside.
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* UndergroundMonkey: The Fools have a lot of specialized breeds of wildlifef from around Hallownest to test their fighters.

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* UndergroundMonkey: The Fools have a lot of specialized breeds of wildlifef wildlife from around Hallownest to test their fighters.
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Original text based on misreading of Mantis Youth’s journal entry. “As time goes by we realize what we have lost” is not referring to some forgotten rite of passage, but to the bittersweet realization that their flight / youth is gone.


* RiteOfPassage: {{Subverted}}. In the past, a mantis youth's passage into adulthood is often celebrated, but the Hunter implies that this tradition might have already been forgotten as time progressed.

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* RiteOfPassage: {{Subverted}}. In According to the past, Hunter’s journal, a mantis youth's passage into adulthood is often celebrated, but the Hunter implies that though this tradition might have already been forgotten as time progressed.also marks the loss of their ability to fly.
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Fixing Pronouns


* CowardlyMooks: Shrumelings respond to the Little Ghost's presence by blindly running away from him.

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* CowardlyMooks: Shrumelings respond to the Little Ghost's presence by blindly running away from him.them.
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Asskicking Leads To Leadership is the new name of the trope.


* AsskickingEqualsAuthority: After you beat the Mantis Lords, all other mantises will not attack you and instead bow to you.

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: After you beat the Mantis Lords, all other mantises will not attack you and instead bow to you.

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TRS cleanup


* OneHundredPercentAdorationRating: The troupe really loves and respects their master Grimm, and by extension, the successor Grimmchild. [[spoiler:Even Brumm's request of banishing the entire troupe is actually a sign of goodwill in itself, since he is aware that ''everyone'' including Grimm, is a slave to a powerful higher being. He just wants to set his friends free from the cycle.]]


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* LovedByAll: The troupe really loves and respects their master Grimm, and by extension, the successor Grimmchild. [[spoiler:Even Brumm's request of banishing the entire troupe is actually a sign of goodwill in itself, since he is aware that ''everyone'' including Grimm, is a slave to a powerful higher being. He just wants to set his friends free from the cycle.]]

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* InSeriesNickname: A Lore Tablet in Greenpath calls the Mosskin Tribe as "The Green Children".

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* InSeriesNickname: A Lore Tablet in Greenpath calls refers to the Mosskin Tribe as "The "the Green Children".



* NatureSpirit: They worship one.

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* %%* NatureSpirit: They worship one.



* ReclaimedByNature: The few parts of the Greenpath and the Queen's Gardens that had buildings and roads are now overgrown with foilage and thorny vines, and the former is being inhabited by the mosskin tribe.

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* ReclaimedByNature: The few parts of the Greenpath and the Queen's Gardens that had buildings and roads are now overgrown with foilage and thorny vines, and the former is being inhabited by the mosskin tribe.



* CowardlyMooks: Shrumelings respond to the Little Ghost's presence by blindly running away from him.



* HarmlessEnemy: Shrumelings lack any way of damaging the player, as they don't even deal contact damage.



* OurOgresAreDifferent: Shrumal Ogres are huge specimens of the common fungal species that have grown in girth well beyond their regular kin, and serve as the heavy hitters of the fungal tribe.



* SuperSpit: Shrumal Ogres attack from range by spitting globs of Infection fluid, which will linger on the ground for a while after landing.



A tribe of warriors who managed to resist the Infestation and fall of Hallownest through sheer might and dedication to their lifestyle. Most of the mantises remained in their village located between the Fungal Wastes and Deepnest.

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A tribe of warriors who managed to resist the Infestation Infection and fall of Hallownest through sheer might and dedication to their lifestyle. Most of the mantises remained in their village located between the Fungal Wastes and Deepnest.



* BattleTrophy: Within the vicinities of the Mantis Village are countless masks and shells of other bugs skewered in weapons and used as decorations.
* BloodKnight: Mantis society is built around endless battle. They're among the few creatures in the game that are hostile on sight despite ''not'' being infected - that's just how they operate.
* CloserToEarth: Implied that they kept themselves free from the Infestation is because they live simple, brutal lives.

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* BattleTrophy: Within the vicinities of the Mantis Village are countless masks and shells of other bugs skewered in on weapons and used as decorations.
* BloodKnight: Mantis society is built around endless battle. They're among the few creatures in the game that are hostile on sight despite ''not'' being infected - -- that's just how they operate.
* CloserToEarth: Implied It's implied that they kept themselves free from the Infestation is Infection because they live simple, brutal lives.



* TheExile: [[spoiler:There is a fourth Mantis Lord who went out of the tribe's code and embraced the infection for wanting more power, also having a number of other mantises to join him. The tribe's response was to cast all of the infected mantises away and brand them as traitors. These traitors can then be found in the Queen's Gardens.]]

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* TheExile: [[spoiler:There is a fourth Mantis Lord who went out of the tribe's code and embraced the infection out of a desire for wanting more power, also having and convinced a number of other mantises to join him. The tribe's response was to cast all of the infected mantises away and brand them as traitors. These traitors can then be found in the Queen's Gardens.]]



* HoldTheLine: Sometime in the past, the Pale King and the Mantis Lords made a truce. On the Mantises' side, they were to kill anything that stumbles out of the Deepnest - And if you look at the gate to the Deepnest from the Mantis Village, [[AtopAMountainOfCorpses they've been doing this for a loooong time.]]
* MobWar: There is a hostility between the Weavers of the Deepnest versus both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe on the other hand, refuse to make any truce with the Weavers.

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* HoldTheLine: Sometime Some time in the past, the Pale King and the Mantis Lords made a truce. On the Mantises' side, they were to kill anything that stumbles out of the Deepnest - And -- and if you look at the gate to the Deepnest from the Mantis Village, [[AtopAMountainOfCorpses they've been doing this for a loooong time.]]
time]].
* MobWar: There is a hostility between the Weavers of the Deepnest versus and both of the Mantis Villagers and Fungal Tribe residing in the Fungal Wastes. The more direct wars wars, however, happen between the mantises and spiders since the mantis village is located just near the entrance to Deepnest. The Fungal Tribe Tribe, on the other hand, refuse to make any truce with the Weavers.

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* AmbushingEnemy: Some of the moss bugs blend well with the green plants and moss of their land.
** Mosscreeps lie flat and almost invisible against the Mosspath's greenery, and pop out and start moving once the player comes close to them.
** Moss Chargers burst directly out of the ground when the player enters their territories, charge towards him, and vanish back underground to ready another attack.
** Moss Knights hide in thick bushes, waiting to ambush the enemy. It may throw the player off guard during the first scripted Moss Knight encounter, but they can be spotted easily since the "hidden" Moss Knights still have their heads popping out of the bush.



* HeWasRightThereAllAlong: Some of the moss bugs blend well with the green plants and moss of their land.
** The Mosscreeps and Moss Chargers can hide, pop-up and even burrow to the ground and re-appear.
** Moss Knights hide in thick bushes, waiting to ambush the enemy. It may throw the player off guard during the first scripted Moss Knight encounter, but they can be spotted easily since the "hidden" Moss Knights still have their heads popping out of the bush.



* PlantPerson: {{Subverted}}. Most of them cover themselves in green moss, plants and grass in order to [[HeWasRightThereAllAlong blend with their green surroundings]], but they are still bugs. The Mosscreep, Moss Charger and Massive Moss Charger look like they are living, walking bushes, but they are actually bugs on the inside.

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* PlantPerson: {{Subverted}}. Most of them cover themselves in green moss, plants and grass in order to [[HeWasRightThereAllAlong [[AmbushingEnemy blend with their green surroundings]], but they are still bugs. The Mosscreep, Moss Charger and Massive Moss Charger look like they are living, walking bushes, but they are actually bugs on the inside.



* UndyingLoyalty: Even if Greenpath or the Mosskin themselves are infected, their loyalty is still for Unn.

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* UndyingLoyalty: Even if the Greenpath or the Mosskin themselves are infected, their loyalty is still for Unn.



* AmbushingEnemy: All of them blend well and hide in the background and mushrooms of the Fungal Wastes, then jump up once you get too close. The miniboss fight against the Shrumal Ogres counts as well, since they are sleeping in the stage at first.



* HeWasRightThereAllAlong: All of them blend well and hide in the background and mushrooms of the Fungal Wastes, they jump up once you get too close. The boss fight against the Shrumal Ogres count as well, since they are sleeping in the stage at first.



* MushroomMan: They're living mushroom creatures.

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* MushroomMan: They're living humanoid mushroom creatures.

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There's not honor in accepting the infection, and given what it does to people there's no "before reason" in casting them out.


* TheExile: [[spoiler:There is a fourth Mantis Lord who went out of the tribe's code and embraced the infection for wanting more power, also having a number of other mantises to join him. The tribe's response was to cast all of the infected mantises away and brand them as traitors. These traitors can then be found in the Queen's Gardens.]]



* HonorBeforeReason: [[spoiler:There is a fourth Mantis Lord who went out of the tribe's code and embraced the infection for wanting more power, also having a number of other mantises to join him. The tribe's response was to cast all of the infected mantises away and brand them as traitors. These traitors can then be found in the Queen's Gardens.]]

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* DramaticHighPerching: Almost all Weavers will attack the Knight from walls, ceilings or from the air, walking on invisible strands of silk.



* IHaveTheHighGround: Almost all Weavers will attack the Knight from walls, ceilings or from the air, walking on invisible strands of silk.

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Again, the mantises are fast, but not exceptionally damaging or hardy.


* LightningBruiser: All Mantises are very quick and are some of the more difficult enemies in the beginning of the game.



* SlayingMantis: The theme of the entire tribe, they are warrior mantises.

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* SlayingMantis: The theme tribe consists of the entire tribe, they are warrior mantises.mantises that are swift enough in combat to be some of the more difficult enemies in the beginning of the game.

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Lightning Bruiser is exhibited by the Traitor Lord, but no other mantises deal as much damage per hit as he can.


* LightningBruiser: Stalking Devouts amble about swiftly, move faster than the Knight walks when attacking, have a good amount of health, shield their faces with their claws, and deal two masks of damage with said claws.



* ShieldBearingMook: Unless they are attacking, Stalking Devouts are invincible to attacks from the front.



* BeastOfBattle: Those unique red-plated creatures (i.e. Sharp Baldur, Armoured Squit, Battle Obble) that you can find [[UndergroundMonkey only in the Colosseum]]? According to the Hunter, they are all bred for battle by the Fools, trained for combat, tougher and more aggressive than their ancestors living in the wilds.

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* BeastOfBattle: Those unique uniquely red-plated creatures (i.e. Sharp (Sharp Baldur, Armoured Squit, Battle Obble) Obble, and Death Loodle) that you can find [[UndergroundMonkey only in the Colosseum]]? According to the Hunter, they are all bred for battle by the Fools, trained for combat, tougher and more aggressive than their ancestors living in the wilds.



* LightningBruiser: All Mantises are very quick and are some of the more difficult enemies in the beginning of the game. The traitors take that even further, with fast dashing both on the ground and in the air, and the Traitor Lord dealing double damage.



* SlayingMantis: The theme of the entire tribe, they are warrior mantises.

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* SlayingMantis: The theme of the entire tribe, tribe; they are nimble warrior mantises.mantises and some of the more difficult enemies in the beginning of the game. The traitors take that even further, with fast dashing both on the ground and in the air.
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Sentient = having sensations; sapient = having human-level intelligence


A tribe of sentient mushroom beings residing in Fungal Wastes. Despite not being bugs nor plants, the Fungal Tribe seems to have developed its own civilization and language, as written in their lore tablets.

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A tribe of sentient sapient mushroom beings residing in Fungal Wastes. Despite not being bugs nor plants, the Fungal Tribe seems to have developed its own civilization and language, as written in their lore tablets.



* TownWithADarkSecret: [[spoiler:They eat other sentient bugs]].

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* TownWithADarkSecret: [[spoiler:They eat other sentient sapient bugs]].



* AmbiguouslyEvil: The tribe were the main worshippers of Radiance. However, some of them can still be sentient enough to reflect on and be ashamed of their deeds, such as the [[spoiler:Seer who now looks for a worthy wielder of the Dream Nail]].

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* AmbiguouslyEvil: The tribe were the main worshippers of Radiance. However, some of them can still be sentient aware enough to reflect on and be ashamed of their deeds, such as the [[spoiler:Seer who now looks for a worthy wielder of the Dream Nail]].



Sentient bugs that live in the Hive located below the Kingdom's Edge. They have rejected the Pale King's quest and secluded themselves to their own businesses. Unfortunately, Vespa's death weakened the Hive and exposed it to the infection outside.

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Sentient Sapient bugs that live in the Hive located below the Kingdom's Edge. They have rejected the Pale King's quest and secluded themselves to their own businesses. Unfortunately, Vespa's death weakened the Hive and exposed it to the infection outside.



* AllYourBaseAreBelongToUs: How the traitors are now residing in the Queen's Gardens. [[spoiler:They've killed most of the sentient bugs there... Except for the spot where the White Lady is located, as the Great Knight Dryya's corpse is seen atop a mountain of mantis traitors' corpses, implying that she was at least successful in fending off a number of them, unfortunately at the cost of her life]].

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* AllYourBaseAreBelongToUs: How the traitors are now residing in the Queen's Gardens. [[spoiler:They've killed most of the sentient sapient bugs there... Except for the spot where the White Lady is located, as the Great Knight Dryya's corpse is seen atop a mountain of mantis traitors' corpses, implying that she was at least successful in fending off a number of them, unfortunately at the cost of her life]].

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* [[GangUpOnTheHuman Gang Up on the Vessel]]: If it comes to a choice between attacking you and dodging or defending against a stage hazard (or the trained animals the Fools use, which will attack anyone), the Fools will pick going after you, every time.



* PartiallyCivilizedAnimal: The Fools are bloodthirsty warriors in the trials. But outside the actual fights in the colosseum? They are surprisingly passive
* UndergroundMonkey:

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* PartiallyCivilizedAnimal: The Fools are bloodthirsty warriors in the trials. But outside the actual fights in the colosseum? They are surprisingly passive
passive.
* UndergroundMonkey:SpikesOfDoom: They particularly like covering the floor with spikes. This ''will'' kill Fools who can't fly or jump onto platforms, just the same as the knight.
* UndergroundMonkey: The Fools have a lot of specialized breeds of wildlifef from around Hallownest to test their fighters.
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* WhoNeedsTheirWholeBody: When a flukemon is killed, it's split in half at the waist. The top half reanimates before hitting the ground and slowly floats towards the Knight. The bottom half reanimates a few seconds later and sprints toward the knight on the ground -- similar to a whole flukemon, except in can now ''climb'' foreground walls.

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* WhoNeedsTheirWholeBody: When a flukemon Flukemon is killed, it's split in half at the waist. The top half reanimates before hitting the ground and slowly floats towards the Knight. The bottom half reanimates a few seconds later and sprints toward the knight Knight on the ground -- similar to a whole flukemon, Flukemon, except in can now ''climb'' foreground walls.
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* WhoNeedsTheirWholeBody?: When a flukemon is killed, it's split in half at the waist. The top half reanimates before hitting the ground and slowly floats towards the Knight. The bottom half reanimates a few seconds later and sprints toward the knight on the ground -- similar to a whole flukemon, except in can now ''climb'' foreground walls.

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* WhoNeedsTheirWholeBody?: WhoNeedsTheirWholeBody: When a flukemon is killed, it's split in half at the waist. The top half reanimates before hitting the ground and slowly floats towards the Knight. The bottom half reanimates a few seconds later and sprints toward the knight on the ground -- similar to a whole flukemon, except in can now ''climb'' foreground walls.
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* WhoNeedsTheirWholeBody?: When a flukemon is killed, it's split in half at the waist. The top half reanimates before hitting the ground and attacks the knight from the air. The bottom half reanimates a few seconds later and attacks the knight on the ground.

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* WhoNeedsTheirWholeBody?: When a flukemon is killed, it's split in half at the waist. The top half reanimates before hitting the ground and attacks slowly floats towards the knight from the air. Knight. The bottom half reanimates a few seconds later and attacks sprints toward the knight on the ground.ground -- similar to a whole flukemon, except in can now ''climb'' foreground walls.

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* BloodKnight: Mantis society is built around endless battle. They're among the few creatures in the game that are hostile on sight despite ''not'' being infected - that's just how they operate.



* ProudWarriorRaceGuy: All of them in the Mantis Village, so much. They aren't infected or anything; they just always fight you regardless.

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* ProudWarriorRaceGuy: ProudWarriorRace: All of them in the Mantis Village, so much. They aren't infected or anything; they just always fight you regardless. Their warrior code (and the resultant hard line against the infection it requires) has spared their village the worst of the ravages that have befallen everywhere else.



* VideoGameCrueltyPotential: The Mantis Villagers will eventually become friendly towards you in certain conditions, but you can still harm them anytime. They will fight back if you do, but the other mantises will still be friendly even though you just slaughtered their friend. Granted, they're a tribe of [[ProudWarriorRaceGuy born warriors]], with battle and killing being integral to their culture, so it makes some sense they would respect your combat superiority and your right to fight anyone at will.

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* VideoGameCrueltyPotential: The Mantis Villagers will eventually become friendly towards you in certain conditions, but you can still harm them anytime. They will fight back if you do, but the other mantises will still be friendly even though you just slaughtered their friend. Granted, they're a tribe of [[ProudWarriorRaceGuy [[ProudWarriorRace born warriors]], with battle and killing being integral to their culture, so it makes some sense they would respect your combat superiority and your right to fight anyone at will.
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* SoleSurvivor: The Weavers ended up leaving Hallownest back to where they originally came from when the infection hit, so all that remains of them in Hallownest are husks and corpses... with the exception of one uninfected Weaver that stands near the entrance once you pick up the Weaversong charm. However, she can't be interacted with, as she immediately scurried away once she sees the Knight.

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* SoleSurvivor: The Weavers ended up leaving Hallownest back to where they originally came from when the infection Infection hit, so all that remains of them in Hallownest Deepnest are husks and corpses... with the exception of one uninfected Weaver that stands near the entrance of their den once you pick up the Weaversong charm. However, she can't be interacted with, as she immediately scurried scurries away once she sees the Knight.

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